====== v. 5.1 rev 1 ======
m_ActionBars: .toc bump for 5.3
m_ActionBars: .cfg structure updated
m_ActionBars: exit vehicle button when docked will always have its position locked by last available Bar1 button
m_ActionBars: PARTY/RAID events replaced with new GROUP_ROSTER_UPDATE event to properly handle mark bars
m_ActionBars: removed couple config values from RaidMark and WorldMarker bars
m_ActionBars: fixed the issue with bars not disappearing properly during a pet battle
m_ActionBars: raid mark bar will be shown in party group even if you are not a leader

====== v. 4.2 rev 2 ======
m_ActionBars: reworked button styler module, now compatible with 4.3
m_ActionBars: removed old cooldown scaling function (replaced with a simplier solution)
m_ActionBars: accidentally included old version of the add-on that caused huge CPU cycles leaks, so it's fixed now
m_ActionBars: minor fix for RangeCheck module
m_ActionBars: marking bar will now be available in party even if you are not a leader
m_ActionBars: fixed macro text being hidden even if set otherwise in cfg.lua
m_ActionBars: implemented new ExtraBar button (4.3)
m_ActionBars: reposition (update cfg.lua) for new ExtraActionButton1
m_ActionBars: slight ExtraActionBarButton1 rework
m_ActionBars: few fixes for the ButtonStyler module to avoid taint
m_ActionBars: little fix for the marking bar, now you should only see it in raid if you're either raid leader or assistant

====== v. 4.1 rev 3 ======
m_ActionBars: petbar will not 'jump' for shamans if it does not overlap with totembar anymore
m_ActionBars: added TotemBar holder to the testing function
m_ActionBars: added Dungeon Journal and Raid buttons to MicroMenu bar

====== v. 4.1 rev 2 ======
m_ActionBars: adjusted petbar and micromenu position due to scale of those bars, so changes in cfg.lua required for those 2 bars
m_ActionBars: removed old totembar scale and opacity vars
m_ActionBars: petbar repositioned to be right on top of your 2 main action bars (cfg.lua)
m_ActionBars: removed specific petbar position for Death Knights and Shamans
m_ActionBars: default value for ammount of buttons displayed @ stance bar now set to 6
m_ActionBars: fixed EVB_user_placed var
m_ActionBars: implemented 1 more action bar
m_ActionBars: modified visibility conditions for ExtraActionBar
m_ActionBars: added ability to set keybinginds for new ExtraActionBar via /kb mode
m_ActionBars: implemented experimental fix for a prowling bar hack incorrectly functioning after talent switch
m_ActionBars: removed MainMenuBar_UpdateKeyRing() call due to 4.2 changes
m_ActionBars: complete code overhaul and restructure
m_ActionBars: config file redesigned so it's easier to maintain and update it, so unfortunately you must update your cfg.lua

====== v. 3.7 rev 5 ======
m_ActionBars: implemented style for flyout multicast buttons (hunters, mages and warlocks rejoice!)
m_ActionBars: fix for recall totems button position
m_ActionBars: and another fix for totembar slot buttons having wrong size and missplaced anchores
m_ActionBars: reanchor totemtimers frame to buttons' slots so we can have them for any "Call" page
m_ActionBars: totembar moved down a little to compensate for summon button position adjustements

====== v. 3.1 rev 6 ======
m_ActionBars: cfg.lua updated with new options so you HAVE TO reconfigure your bars
m_ActionBars: added abiliy to set spacing for each bar individually
m_ActionBars: option to show micromenu on mouseover
m_ActionBars: fixed HotKeys apearing in combat even if cfg.hide_hotkey set to true

====== v. 2.1 rev 1 ======
m_ActionBars: consolidated 2 of the bar styling functions
m_ActionBars: allow player to choose the exact amount of buttons he want to see for each bar
m_ActionBars: new ability to set up to 3 rows for each action bar (together with the ability to set bar orientation this should cover all possible bar layouts)
m_ActionBars: bar holder size now adjusts dynamically when you change the amount of visible buttons
m_ActionBars: added option for totembar scaling
m_ActionBars: added extensive options list
m_ActionBars: all the options transfered into a new file cfg.lua

I like the core simplicity of your m_ActionBars, but there is a thing concerning button styling I wish to ask you for.

Can you somehow please add a way *not to use your implementation of rActionButtonStyler at all, so that an existing rABS style can be used with your buttons?

It seems to be different from how the actual rABS works concerning the visibility of buttons (and clickability), making the buttons visible whether there's a spell/ability/macro on it or not - whereas rABS originally hides empty buttons unless I drag anything around that could be put onto the bars, which is also tied to WoW's own option to "Alway Show ActionBars" (or hide them, respectively). This should also make empty buttons ignore any mouse clicks and make clicks go right through the buttons.

Both, mAB and rABS adding textures to the buttons kind of interfere with each other. I removed the textures m_ActionBars adds by setting cfg.textures_normal/pushed = "", but something along the way essentially prevents the original rABS from acting like I'd expect it to, so it doesn't really work either way (always shows the buttons like mAB does) - and I'm not enough into Lua to make it work based on that.

Something similar goes for the range checks from my point of view (and add-on usage). Is there a way to disable the range checks (and related styling changes made) by m_ActionBars?

Originally posted by sirann I was wondering if there was any way to have bars change visibility upon vehicle possession, ie:

I have 2 bars, bar 1 is hidden and has all of my keybindings, bar 2 is shown but has no key bindings. They are in the same location my screen. Upon entering a vehicle, bar 2 is hidden, and bar 1 is shown, with bar 1 being my possession bar.

Sorry for random idea, but I would very much like this!

Thanks for the continued updates and fantastic addon.

uhm I kinda get what you mean, but implementing that kind of feature would cause major taint issues upon entering a vehicle in combat. There's probably a workaround for that, but that would require quite some core code rework and would result increased mem usage, and I don't really want neither of this to happen for that kind of limited use feature. Therefore for now the answer is no, this feature is not going to be implemented any soon.

I was wondering if there was any way to have bars change visibility upon vehicle possession, ie:

I have 2 bars, bar 1 is hidden and has all of my keybindings, bar 2 is shown but has no key bindings. They are in the same location my screen. Upon entering a vehicle, bar 2 is hidden, and bar 1 is shown, with bar 1 being my possession bar.

Originally posted by Exaeliter Same problem(s) here. It mainly concernes vehicle bars that replace your main bar.

Issue #1
If you have switched your main bar for another bar, the vehicle bar will not be displayed properly. Instead, the switched bar will be shown, making it impossible to use vehicle abilities.

Issue #2
The frame strata used for the vehicle exit button is below the main action bar strata. If you are unlucky, this results in the exit button not being clickable; you cannot exit your vehicle.

However, those issues do not occur with any vehicle. Argent Tournament battle mounts are your best shot if you want to see for yourself.
I'd personally prefer to have the vehicle exit button somewhere entirely else away from other bars, but currently it seems to be always where the 8th action button is, thus creating a potential problem.

"issue" #1 - is not an issue rather than intended behavior
issue #2 was fixed with the latest version. It is intended that exit vehicle button has lower strata than main action bar, but higher frame level than vehicle bar. And that's also one of the reasons why I removed "always show action bars" option that enables action bars grid to be constantly visible, since it was messing up with EV button's strata making it sometimes not available for clicks. This being said I've tested it a great number of times at all sorts of vehicles ranging from argent horses to vash'jir's "events of the past". In combat or ooc it always stays clickable unless you force to show buttons' grid all the time.

Originally posted by Slaxi81 another problem: if you mount up at the argentum horse in crusaders instance (dont know english name), your "horse bar" disappears and you cant use any spells of the horse.

Same problem(s) here. It mainly concernes vehicle bars that replace your main bar.

Issue #1
If you have switched your main bar for another bar, the vehicle bar will not be displayed properly. Instead, the switched bar will be shown, making it impossible to use vehicle abilities.

Issue #2
The frame strata used for the vehicle exit button is below the main action bar strata. If you are unlucky, this results in the exit button not being clickable; you cannot exit your vehicle.

However, those issues do not occur with any vehicle. Argent Tournament battle mounts are your best shot if you want to see for yourself.
I'd personally prefer to have the vehicle exit button somewhere entirely else away from other bars, but currently it seems to be always where the 8th action button is, thus creating a potential problem.

Originally posted by sirann Is there anyway to integrate something like what dominos does to the action bars to disable the automatic bar swapping of going in or out of stealth?

I asked tuller how he coded it and this was his response:

"Basically, I generate a state header when you setup a bar. By default, the main bar for a rogue looks like:
[bonusbar:1]stealthPage;[bonusbar:2]shadowDancePage;0. If you set a state (ex Stealth) to disabled, I simply remove the state check from the bar, and the state header becomes [bonusbar:2]shadowDancePage;0"

Kind of a random request I know, but any help would be greatly appreciated.

search the line

Code:

["ROGUE"] = "[bonusbar:1] 7; [form:3] 7;",

in ActionBars.lua and change 7 to 1.
this should stop pages from swapping when you change stances/forms w/e.

I would like to make this as an option in cfg.lua but so far I couldn't find a proper solution for dummy-proof use

Is there anyway to integrate something like what dominos does to the action bars to disable the automatic bar swapping of going in or out of stealth?

I asked tuller how he coded it and this was his response:

"Basically, I generate a state header when you setup a bar. By default, the main bar for a rogue looks like:
[bonusbar:1]stealthPage;[bonusbar:2]shadowDancePage;0. If you set a state (ex Stealth) to disabled, I simply remove the state check from the bar, and the state header becomes [bonusbar:2]shadowDancePage;0"

Kind of a random request I know, but any help would be greatly appreciated.

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